Wheels In Motion
PC Gamer|November 2019
Dead Cells studio Motion Twin is taking a unique approach to its next project.
Tom Senior
Wheels In Motion

What’s next?’ For an independent studio riding high after a big hit it’s an exciting question, and a daunting one. After the success of its excellent action roguelike Dead Cells, Motion Twin is in the process of deciding what to do next. In a normal studio the higher-ups would get together, make a decision, and then tell the rest of the studio what to make. Motion Twin is different. Visit their website and you’ll see the message “NO BOSS” proudly displayed on the front page. No-one at Motion Twin has a job title, and everyone has an equal share in the company.

That’s great for staff members who get to take home a share of Dead Cells’ success, but it comes with unusual challenges, especially when the studio needs to make a big decision about its future. When I arrive at the Bordeaux studio a small team has been generating prototypes for four months. One programmer is working on a Sekiro-inspired third-person combat system. Another leads me through a slideshow of gorgeous concept art, explaining how the prototyping process works.

It’s fluid, and ruthless. A designer might inspire an artist to create some concept pieces, and the concept pieces influence the designer’s idea of what the game might be. The moment the idea runs into major problems, it’s killed. The best bits are pillaged, and might make their way into future prototypes. At some point, organically, the team hopes to arrive at an idea that everyone believes in.

TWIN STUDIOS

This story is from the November 2019 edition of PC Gamer.

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This story is from the November 2019 edition of PC Gamer.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.